| 01-06-2007, 11:14 PM | #2 |
Every summon is a different summon, you will have to create make a trigger giving the items to newly created summon. Triggers is your answer. For you to hear that sound your camera has to be on or around the sound point on the map. Also set the volume to 100% I am not completely sure, bit i think there is explode on death trigger action. I do now know the answer to stacking of abilities. Never had read/installed/seen vex abilities system :P, but have heard of it. Create a couple of friendly towers that do 0 damage, and every time unit gets attacked by the tower it will be ordered to move to the region. Make a dummy unit cast the invulnerability on allied heroes. No, units could attack the hero, but you can make him have a triggered ability with 0 seconds fade time so enemies could only respond to his attack emidiatly or never. I do not know. |
| 01-07-2007, 12:42 AM | #4 | ||
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Uhh, Try Ghost (visible) or Ghost. Quote:
There is an action for this. |
| 01-07-2007, 01:15 AM | #5 |
Yup that would work baron, suggest you look into 'for loop a' tutorials, makes work much easier/faster. |
| 01-07-2007, 01:41 AM | #7 |
No idea why, didnt look thru trigger whole way, but most of it is repetitive, once again i sugest you learn action 'for loop a do actions'. |
| 01-07-2007, 06:26 AM | #8 | ||
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Group Set: Death Register: Quote:
If that's the case, you'll need to create a dummy unit at the point of casting that impale can be cast upon. Then you'll have to move it with each dummy cast, or create a new one. Also, the way that's set up leaks to hell and back because you're referencing "point offset by x distance towards x˚" which leaks unless you set that equal to a point, then tell your dummy unit to impale there, and then remove the point. |
| 01-07-2007, 07:53 AM | #9 |
Impale is a shockwave spell, it can target a unit or a point. The 'True' Perminant Invisibility with no revealing of the attacking units is easy, make a custom Perm Invis ability and look at the stats, there should be one called "Duration" or "Cooldown" with a number other than 0 in it. This is the 'fade time' or how long it takes a unit with this spell to become invisible again after breaking invisibility. Set it to 0 and it won't break invisibility when attacking or casting a spell. |
| 01-07-2007, 08:59 AM | #10 |
Mmm... so you can tell I've not played enough Melee matches... I have another idea as to what your problem might be: In the 1st trigger for your ultimate you have the line "(Unit-type of (Ordered unit)) Equal to Happy Sorceress". Aren't "Happy Sorceresses" your dummy units? If I'm correct, then this should read "(Unit-type of (Triggering unit)) Equal to Diego". That might clear up the problem. EDIT: If what Phoenix-IV said about invisibiliy doesn't work, you can always change a specific unit's transparency to be 100%. Also just make sure it has no shadow. Trigger: Animation - Set <Your Unit's> vertex coloring to 100, 100, 100 with 100% transparency |
| 01-08-2007, 01:18 AM | #11 |
I am having a problem keeping certain abilities--devour and transmute in particular--from targetting units which are essentially supposed to function as bosses, without making them heroes. I try tagging them as ancients and making acceptable targets non-ancients, yet it still lets it go through anyways. Ideas? |
| 01-08-2007, 01:23 AM | #12 |
Check? Like check when the unit STARTS CASTING the ability, check the target. If it checks as a boss, tell the unit to stop. If you have WEU, you can make it display an error message. |
| 01-08-2007, 06:20 PM | #13 |
My above-posted item triggers for the summon with item slots doesn't seem to want to give the items to it when it is brought back :( Any ideas what I did wrong? |
| 01-09-2007, 11:25 AM | #14 | |
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Take care. |
